Scroll to Bottom for At-A-Glance Reward Summary, FINAL Add-Ons, and Stretch Goals!
We are raising funds through this project to allow us to participate in Free RPG Day (FRD) on June 15, 2013. It's a great way to get our RPG setting products in front of 600 retailers who don't know we exist and at least as many gamers who probably don't either! Obatron Productions is in the final stages of composing Tunse'al Setting Guide (TSG) in both Savage Worlds and systemless formats.
We're creating a product specifically for FRD, Tunse'al Quick Starts and Side Tracks (TQSST), as we wrap up our debut product. With this project, you'll have the chance to get them both, plus many other accessories to enhance your play. The Tunse'al Setting Guide contains world information, character creation details, and a bestiary. Tunse'al Quick Starts and Side Tracks contains encounters to launch campaigns from or to insert into the middle of something you already have started. Both are available for Savage Worlds or systemless.
Savage Worlds versions include familiar formats for stat blocks and indicators for Wild Cards. The systemless format uses tables designed to help you gauge how difficult a situation or creature is, as well as how experienced a player character or non-player character is in order to make it easier to apply your system's mechanics to our setting.
Snapshot of What Makes Tunse'al Different from Other Fantasy Settings
We know of other settings that have some elements that we have, but none that have put together the mix that Tunse'al presents.
- Honor is everything largely because money does not exist; the global society is tribal, they might do trade, but there is no currency, so the only thing that gets you accepted, respected, or elevated is your honor; those at the top of the tribe are generally revered; the idea of what is honorable varies, though - to some, it's doing what you say, to some, it's fighting fairly, to some, it's doing something you don't want to do for the sake of another, to some, it's having the most kills - it all depends upon the tribe.
- There are five great tribes, each having its own, many lesser tribes; the land is so vast, relatively few of the lesser tribes have seen others belonging to different greater tribes; there is relative peace, but lesser tribes sometimes war against each other and even the greater tribes have had past conflicts.
- There are no humans. None. Nada. There are two races, the Gelid and Gales, who have strong similarities to humans, but they have striking differences. The tribes are largely composed of one race due to physiological restrictions and vast distances, not merely because they look different from each other. Still, some manage to overcome the environmental difficulties to be part of a very different tribe.
- Magic is not innate; all have the potential to either learn it or have prayers answered by the gods, but either happens only through the practice of the language of magic, which very few people know.
- Mining ore is taboo, so metals are rare, limiting technology to those things that can be made from other material; that's one reason there are no coins.
- Money does not exist, but commerce does via trade; that means Tunse'als have to be motivated by something other than money; it also means groups who like to incorporate interpersonal skills as part of the story line have an easy way to do that most any time since there is some degree of "what's in it for me" or "why would I want to do THAT" in accepting challenges.
- The world really is out to get you; surviving a land where humanoid-like beings, ahem, co-exist with dinosaur-like beings, a slew of wild animals, nasty insects, and dangerous plants is not easy; there are no roads and few serious, stable paths; and the races' physiology works against them when they leave their normal environments (just watch someone from a tropical environment in the middle of a snow storm or someone from a frigid area simply walking down the road on a 95 degree day with 30% humidity to get an idea of what we mean by that!).
- Other things that aren't typical in fantasy: The Kresh are genderless and known to experience reincarnation; the Korrin have very few inhibitions regarding societal expectations and are the only people who can make a ship take flight; the Gales are largely nomadic and sometimes enslave their own people; the Gelid are largely driven by a desire to learn and lead the way in developing the language of magic; and the non-playable Skin Eaters have to eat skin to survive even while covertly trying to convince others to join their preparations for their goddess' return.
More Text for Those Who Like DETAILS
Tunse'al is a tribal, fantasy setting in a world very different from our own. There are five dominant races, four of which are playable. The Gelid are blue-skinned diplomats and scholars who find paths across the rugged Baarek Mountains; the Kresh are the amphibious conservationists of the swamps who, from their homes in The Wetlands, have vowed to protect Tunse'al; the Korrin are the large, red-skinned, two-horned people of great passion who dwell in the jungles of The Footlands; and the Gales are the desert folk sporting weathered skin, nictitating membranes, and an uncanny knack for navigating the sands as they roam The Drylands.
The races presented are not all that's different from what we see on Earth. Tunse'al is a super continent, thousands of miles wide and tall. Tunse'als have two suns, three moons, and all the havoc such a celestial set-up plays on a planet. Magic exists, coming either from the deities or from the land's resources themselves. Then there are the ferocious reptile-like beasts, saurs, that make Tunse'al their home, too. From trees that look as if they touch the sky to mountains that actually do, to plants that can kill by touch and fey that are sometimes friendly and sometimes horrifying, Tunse'al is a place where honor is everything, money does not exist, and the world really is out to get you!
We want backers to have something before FRD in June, so we're offering many rewards including Tunse'al Setting Guide that will be ready much sooner than that. In fact, you can get your hands on TSG in PDF format before we even start to sell it online! If you support us at that level, you'll get a link to download Tunse'al Setting Guide within a couple of days of the close of the fundraiser. Everyone else has to wait until November 30 to buy theirs.
As part of the Free RPG Day program, we MUST wait until July 1, 2013 before making Tunse'al Quick Starts and Side Tracks available anywhere else.You'll notice several estimated delivery dates prior to July 2013. Those are the estimated dates of the item in each reward level that would take the longest to fulfill other than TQSST. We'll send links for all other PDFs as they become available. All items requiring physical shipping will be mailed together once all items from a given tier are ready, excepting TQSST, which will ship in July. International shipping varies greatly. To avoid inaccurate cost projections, we'll handle those on a case-by-case basis. Just send us a message, please.
As is tradition in RPG Kickstarters, we have stretch goals! We also have some add-ons that we'll reveal once we get halfway to our goal. One nice thing about Kickstarter is that you can alter your pledge prior to the funding drive closing.
At-A-Glance Rewards Summary
To add an item onto your pledge, simply add the amount needed for all of your add-ons to your pledge. PLEASE keep track of what you want so when you get the survey at the close of the project, you'll know what to choose. If you'd rather send us a message with your choices, we'll try to keep up with that, but the best thing to do is track it yourself so there is no confusion or missed messages.
If you are pledging at a level LOWER than Kresh or Korrin, also add the specified amount for US shipping to your pledge, if applicable. Add only the highest shipping stated (so, if one item says $3 and another is $5, add $5 NOT $8).
- Add second version of Tunse'al Setting Guide PDF so you get both Savage Worlds and Systemless, $10
- Add second version of Tunse'al Quick Starts and Side Tracks PDF so you get both Savage Worlds and Systemless, $4
- Add a set of 20 wooden tokens, great for Savage Worlds Bennies or to keep track of a variety of stats in other settings, $6 (add $3 for US shipping if nothing else being mailed, add $1 more for every two sets ordered)
- Add Tunse'al T-shirt, $15 (add $5 for US shipping if nothing else being mailed)
- Add Tunse'al mouse pad, $10 (add $5 for US shipping if nothing else is being mailed)
- Add Tunse'al Setting Guide print (Color cover, black and white interior, specify Savage Worlds or systemless), $25 (add $5 for US shipping if nothing else is being mailed)
- Add a Printed GM Screen (Heavyweight, color, double-sided), $5 (add $5 for US shipping if nothing else is being mailed)
- Add d6 with Targ head (16mm wooden die), $2, (add $1 for US shipping if nothing else is being mailed)
- Add Tunse'al Map (8 1/2" x 11", color, laminated), $5 (add $5 for US shipping if nothing else is being mailed)
- Add Tunse'al Player's Guide PDF (specify Savage Worlds or systemless), $3
- Add second version of Tunse'al Player's Guide PDF, $2
- Add Tunse'al Player's Guide print (Color cover, black and white interior,specify Savage Worlds or systemless) WITH PDF, $10
- For RETAILERS Only: Add Tunse'al Player's Guide print (Color cover, black and white interior,specify Savage Worlds or systemless) WITH PDF code, $5
"Gimme" Stretch Goal: Once we hit $1,251, yes, just ONE dollar over our goal, everyone gets a PDF of Tunse'al bookmarks. ACHIEVED! :)
We're down to the last few days. If we break through our funding goal, then we'll show "Achieved" across any stretch goals we make.
Risks and challenges
The greatest risk to our project is that it doesn't get funded! We'll still sell Tunse'al Setting Guide online, and we'll still make Tunse'al Quick Starts and Side Tracks, although TQSST probably won't come out so quickly. It'll mean we miss a huge marketing opportunity that has the potential to open a lot of doors for us. That would be horrible since it takes a lot to get retailers to order "unproven" products from new publishers, and we'd really like to be in stores and on shelves sooner rather than later.
Some possible challenges to the project are all about fulfillment. If our dice supplier, play mat maker, or printer are late with anything, then we'll likely have delays getting stuff to you. If anybody changes costs drastically after the fact, then we risk having less money to work with than we expected, but you will still get your orders, even if that means we have to alter the exact product in some way.
When it comes to stretch goals, it's certainly possible that after the close of the fundraiser some folks' payments don't go through. That could affect our ability to buy what we'd need to make good on those goals. We would do everything humanly possible to avoid alterations after the fact, but the reality is that we have no way to predict how many folks might have payment issues when we're done. Hopefully none that won't get resolved in a few days! If the worst happens, though, we'll figure out alternatives to the goals' prizes and keep you informed.Learn about accountability on Kickstarter
- (25 days)